Thursday, September 7, 2023

1.50

Highland Hijinks

NEW CONTENT:

Frostberry Bearer






Highland Huntress




BUFFS

  • Demon Warrior
    • Dam 75 > 90
  • Feng the Wanderer
    • HP 325 > 350
  • Ghast
    • Skeletons summoned gains Rush
  • Ghost Turret
    • HP 250 > 300
  • King Puff
    • Trick Swap CD 35 > 30
  • Magma Storm
    • Count 12 > 13
  • Nyrvir The Fallen
    • Nyrvir Slumbers dam 80 > 100
  • Slitherbound
    • Attack Cooldown 2 > 1.8
  • Snap Freeze
    • Freeze happens instantly
    • Mana cost 2 > 3
    • Dev notes: Snappy!


REWORKS

  • Rapid Response Reserves
    • Alternate between opponents getting the buff
    • Dev notes: not really a balance change, but we think it makes it more fun.
  • Fireball
    • Dam 180 > 200
    • Master damage 180 > 100
    • Dev notes: We wanted to increase its usefulness as removal slightly while reducing its ability to "fireball face" enemies to death.
  • Grasping Thorns
    • On death, summon a Skeleton for each enemy Minion that died in it (Max 3)
    • Dam 240 > 150
    • Dev notes: We wanted to add some offensive capabilities to this defensive spell. Expect similar changes to defensive-only cards in the future.
  • Netherstep
    • Summons X Swarmers where minions are teleported to, where X is the amount of Voidborne cards in hand (Max 3)
    • No longer Invokes
    • AoE 3 > 4.5
    • Dev notes: We want to add even more offensive capabilities to this underplayed card that is still in line with its design.
  • Sapphire Pebble
    • Mana 2 > 1
    • Remove Myriad bonus
    • Throws its head on play, destroy self, grows a new Pebble after 5 secs
    • Damage 60 > 100
    • Health 100 > 50
    • Dev notes: We are not entirely happy with how Sapphire Pebble Myriad bonus works, as it both encourages you to play defensively and wait around with Sapphire Pebble in your hand. This version allows us to both retain the Myriad, reduce mana cost, add some offensive capability and try something a little different...

NERFS

  • A.I.M Bot
    • Tech cost 30 > 35
  • Battle Shi-Hou
    • HP 400 > 350
  • Morellia
    • Book Cooldown 25 > 27
  • Shroomama Shumi
    • Shields can no longer trigger split
    • Dev notes: This opens up Shumi to be more useful outside of continuously shielding them. It's possible she needs a buff with this change, but we want to be careful so that she doesn't dominate again.

FIXES

  • Fixed Nylora failing to auto attack in Mayhem and Adventures
  • Fixed Slitheress Diona's Ruffles not wearing the correct outfit when he enters the arena.
  • Fixed Burn the Bridge vfx going to the wrong bridge.
  • Removed Raddick from the random pool.
  • Fixed an issue with Ghast's description having two different cooldown values.
  • Fixed Shroomer not splitting with the correct health and damage %.


Thursday, August 3, 2023

1.49

Vanguard

NEW CONTENT

Prime Sergeant Raddick







Rapid Response Reserves





BUFFS


  • Milloween

    • Arcane Golem Health: 250 > 300

    • Arcane Missiles: Uses old targeting if nothing is in the area

  • Shroomama Shumi

    • Copy health and damage: 65% > 70%

    • HP: 500 > 600

    • Dam: 60 > 70

  • Shroomer

    • Copy health and damage: 80% > 100%


REWORKS


  • Armored Escort

    • Mana: 5 > 2

    • Rework: Give 2 friendly Minions in AoE Shield (4.5 range, targets closest to the center)

    • If you have 6+ mana, gain mana freeze (4) and the next ranged Minion you play is escorted by a Crystal Sentry with shield.

  • Bladestar

    • Damage: 120 > 130

    • Max damage instances: 10

  • Bounce Berry Flingers

    • Mana: 4 > 2

    • Count: 2 > 1

    • Remove Myriad bonus effect

    • Gain Growthburst Shroom

  • Future Past

    • Changes to a new card with each play, minimum 1 mana

  • Future Present

    • Mana: 10 > 9

    • Changes to a new card with each play, minimum 2 mana

  • Jade Flingers
  • No longer spawns a Shroom

  • Damage: 20 > 25

  • Attack Cooldown: 2.0 > 1.9

  • Jungle Jumble

    • Mana: 4 > 3

    • Can't gain cards that already exist in your deck

  • Once Bitten

    • Count: 2 > 1

    • Mana: 4 > 3

    • Werewolf has Rage

  • Valorian

    • Add Searing light to the deck every 25 secs


NERFS


  • Apep

    • Totem cooldown: 25 > 30

  • Diona xbow trap

    • Half face damage

  • Elite Swarmer/Kurrrnath/Morgrul

    • Attack Cooldown: 1.1 > 1.2

  • Morgrul's Mark

    • Count: 6 > 5

  • Rocket Scrat

    • Damage: 90 > 80

  • Ruby

    • HP: 900 > 850

  • S.T.INT

    • Attack Cooldown: 1.2 > 1.3

  • Zipp’s Zappinator

    • Cooldown on More Zap!: 0 > 2 seconds 


FIXES

  • Fixed players experiencing more than usual matches against Bots.

  • Fixed Jade Flingers Death Prediction.

  • Fixed Milloween losing Arcane Charges when stunned.

  • Fixed Arcane Golem text issue.

  • Fixed Valorian Perk 3 healing too little.

Thursday, June 22, 2023

1.48

 Shroom Season

New Cards

  • Shroomama Shumi





  • Shroomer







BUFFS

  • Cowardly Imps

    • Attack Cooldown 3.5 > 3


  • Ghast

    • Resurrection animation duration -40%

    • Resurrection cooldown 3 sec -> 2.6 sec

    • Health 500 -> 550


  • Hypnotize

    • Slitherbind 1 > 2


  • Incubus

    • Teleport distance 10 -> 12 


  • King Puff

    • Trick Swap cooldown 40 > 35


  • Magnetic Bombs

    • Blow delay 3 -> 2

    • Damage 90 -> 100


  • Net Blaster

    • Damage 50 > 60


  • Sanctum of the Cleansing Fire

    • Mana 4 > 3

    • No longer has Emp Army trigger


  • Spirit

    • Min health 50 > 75


  • Stormy

    • Delink Zen-Chi flow from attack delay, reduce Zen-Chi flow effect delay to similar to monkey and shrine


  • Sun Burn

    • Damage 60 > 80


  • Jez'Ra the Voidmother

    • Health 675 -> 750


  • Zap Shrine

    • Stuns the closest 2 targets

    • Duration 16 > 12


REBALANCE

  • Demon Warrior

    • Activated from the 6th time it’s played > 4th time

    • Triple stats > double stats

    • Damage 100 -> 75


NERFS

  • Apep

    • Perk 1 cooldown 30 -> 33s


  • Ardera

    • Doesn't affect other Arderas

    • No longer Mythic


  • Blood imps

    • Attack Cooldown 0.9 -> 1


  • Harmful Souls

    • Damage 80 -> 70


  • Jing long

    • Jump on cooldown when used with zen-chi flow (rather than instantly being able to jump away when used with zen-chi flow)


  • Musketeer

    • Attack cooldown 1 -> 1.1

    • Musketeer has been overperforming, this is primarily intended to make it less good against swarm


  • Prowler

    • Card Count limit 3 -> 2


  • Undying Skeleton

    • Damage 60 -> 50


  • Unholy ground

    • No longer roots ground units


  • Werewolf

    • Health 450 > 400


  • Zealots

    • Mana 6 -> 7

    • Berzerker Rage -> Haste + Rage


Thursday, May 18, 2023

1.47

Into the Void

New Content:

  • Jez'Ra the Voidmother



  • Morgrul's Mark


  • New Emote


Buffs

All of these are underperforming and need some help
  • Cannon Roller

    • Attack cooldown: 2 > 1.8


  • Crystal Sentry

    • Attack cooldown: 1.5 > 1.4


  • Ghast

    • Attack cooldown: 3.3 > 3

    • Cooldown: 3.3 > 3


  • Rimargaal's Breath

    • Damage: 150 > 180


  • Spelldancer

    • Mana Freeze: 3 > 2


  • Stormy

    • HP: 175 > 200

    • This card has been nerfed by changes to the chain lightning, this should help bring it back to viability.


  • Vuk's Clutchcooker

    • Instant flamethrower after grappling hook

    • Stuns minions while they are being moved with Grappling Hook

    • Attempting to make Vuk less clunky to actually use.

Rebalance

  • Harbinger

    • Range 14 > 12
    • Speed 4 > 5
    • Damage 250 > 275
    • The highest health flyer is also the super high damage and the longest range flyer, and has knockback... This combination makes it a noob stomper and while it has been reasonably balanced we need to get it to a different place to try to reduce its impact on the lower skill levels of the ladder. This change makes him get closer to the enemy thereby exposing himself to more counterplay, and makes him get there faster, potentially outrunning his support.

  • Milloween

    • Arcane Golem - Can not hit flying

    • Arcane Golem - Range 8 > 4

    • Arcane Golem - Timer starts on death

    • Arcane Golem - No longer mythic

    • Basic Attack - Damage 9 > 10

    • Basic Attack - Gain an extra Arcane Charge for each spell you play (max 5)

    • Basic Attack - Each charge increases basic attack sparks by 1

    • Arcane Golem - Consume all Arcane Charges and gain 1 level for each

    • Arcane Golem - Damage bonus per charge 3 > 5

    • Arcane Golem - No longer gets bonuses when you play spells

    • Perk 1 Cooldown 30 > 25

    • Perk 3 - Arcane Golem gains 2 levels from each Spark (60 hp and 10 damage)

    • Perk 3 - Reduce cooldown of perks 1 and 2 by 5 secs

    • This borders on a complete redesign. This changes the Arcane Golem from the best ranged support to a tank that itself needs support. Also changes the dynamic of how it increases in power.


  • Volco

    • Swap Perks 1 and 2

    • His core deck building mechanic is his ability to give rage to minions, not having that available until halfway through a match somewhat disincentivizes people from deck building around it.

Nerfs

  • Apep

    • Attack cooldown  2 > 2.2


  • Caged Prowler

    • Releases after 16 > 20

    • Duration 24 > 30

    • HP 400 > 360

    • It's everywhere, and a very powerful value tool. This does effectively revert buffs it got in the past, but the game changed drastically since then.


  • Chain Lightning

    • 6 jumps > 5 jumps

    • Still feels somewhat overtuned at 4 mana.


  • Crakgul Doomcleaver

    • Copies 3 > 2

    • Everyone will have seen this one coming. A single wild card isn't actually doing that well, so we aren't going all the way on this restriction.


  • Future Past

    • Mana 3 > 4


  • Future Present

    • Mana 8 > 10

    • Both the future cards are simply too good value generators and frankly probably too simple designs. This is something of a placeholder until we find time to do a better rework. They should still be playable for anyone who wants to have fun with this kind of deck.


  • Mordar

    • Tombstone delay 30 > 35

    • Giving people more of a window where Tombstone isn't around should allow for more opportunity to exploit Mordar's "all my perks are this based around this one thing" weakness.


  • Ritual of Servitude

    • Can no longer summon 7 mana minion cards

    • Can no longer summon 9 mana minion cards when triggered

    • 8 mana minions are strong enough that it will likely still be playable activated. This frankly isn't an elegant solution, but something has to be done.


  • Rocket Scrat

    • Range 8 > 6

    • Less likely that it will get double jumps off, might not be enough to actually bring it under control, but it should be a good start.


  • Walking Blind Date

    • Alternates between 3 and 4 mana cards

    • This card has too few ways in which we can adjust the balance and frankly it has way too many use cases. Hopefully this brings it down to a reasonable level.